Help me make DinkHD better

- Dink HD has been purchased by a lot of people on iOS but the version in the AppStore was created in 2012 and won't even run on the upcoming iOS 11, I need to update it
- Dink HD needs some fixes in general anyway
- The Dink 20 year anniversary is coming up
- I've been wanting to make the Dink HD version open source for a while
- I've been wanting to make Dink HD free everywhere for a while (it's currently $2.99 on mobile)
- Work with redink1 so you can click any DMOD and play it in your browser?
- Make every DMOD installable from inside the game, instead of just a few like it is now? Compatibility needs to be improved for this to mean much...

So, I've got a bit of time now... Anybody want to help me?

So far, here's what I've fixed:

------ Change log for 1.7.0 ----------

* Upgraded source projects to Visual Studio 2017 (free community edition works fine)
* (bugfix) No longer forces reload of all graphics when saving the state
* (bugfix) No longer forces reload of all graphics and audio when losing focus/going into the background
* (bugfix) Fixed issue where screen scrolling could bug out if window was resized on windows
* Latest state data to "Continue" persists even if the game crashes now
* Added support for 64 bit builds (still fully compatible with existing save states/games)
* Added support for aspect ratio correction (can be disabled by enabling "Fullscreen stretch" in the options)
* Added IPV6 support
* (DinkC) Goto statements no longer require a ; at the end to work
* (iOS) Now compatible with iOS 11
* (Windows) Installer no longer requires admin privileges, now installs to local user's appdata dir (C:\UserName\AppData\Local\DinkSmallwoodHD)
* (Windows) .exe and installer signed with RTsoft certs, so virus checkers won't freak out

I also am not smart enough to be of much use, but this is an excellent idea. I actually loaded up DinkHD on my iPhone the other week to discover a mad crash whenever I tried to install a D-Mod, so I think this is an excellent idea!

But hey, if you're going to all this effort to update Dink HD...
*cough*whynotputitonsteam*cough*

During my career I have been paid (at times) to write "C" and even some C++ code. So I may be of some help there. However, just lately my schedule has gotten a lot busier. Sigh... so, I might not be able to help with any coding related work until a month or more goes by. We shall see.

As far as I am concerned, the features I'd like to see include maintaining (and/or creating) cross platform compatibility as much as possible for all dink executables. I suppose that means it goes without saying that I'd second Iplaydink's idea of creating "a more modern, cross-platform editor".

BTW, thanks very much for maintaining your interest in this (soon to be 20 years old) game!

DinkHD uses OpenGL right? I have been thinking about shaders support for it like the lighting and shadows or change the color and alpha for the sprites (along with changing the overall screen color). Also either PNG or TIFF support, so it'd also use the alpha channel (So we can use both black or white). That would also decrease the size it would take on disk.

Another things worth to mention:
* Add the 4:3 aspect ratio mode, some people don't like how it's horizontally stretched to fit the 16:9 aspect ratio and hey, that would also help for mobile phones.
* Borderless support for a faster switch between windows on PC.
* Changing MIDI outputs.
* HRTF feature from OpenAL Soft for 3D sound.
* Optional but, marking an area to execute a script without relying on sprites. (So you don't have waste some maximum sprite limit in a screen)
* Switch to SDL2, if possible. (That may also make porting it on Linux and Mac much easier and hey, the gamepad will also work on it)
* On PC: List all available resolutions and switch between them.
* Optional: Release it on Steam and GOG along with classic mode.

Like Skurn, I too would emphasize "full compatibility with every dmod in existence". To those of us in this community at least, I think it is safe to say that being able to run any one of the hundreds of dmods available on any dink platform would be very important.

Also, compatibility with all dmods probably would continue to be important to attracting and keeping even more of us Dink fanatics around.

The problem is, in order to have Dink HD fully compatible with every D-Mod it would need to have an 1.07 compatibility mode. While on version 1.08 every pre-2006 D-Mod works and can be finished, they are not fully compatible and can have a few bugs. FreeDink actually has such a feature. But coding that likely would take much time and effort.

The "smoothing" (antialiasing) has always been an option in Dink HD that can be disabled!

>>The problem is, in order to have Dink HD fully compatible with every D-Mod it would need to have an 1.07 compatibility mode

I could try to do this, if I can figure out exactly what an old dmod wants.

>>Like Skurn, I too would emphasize "full compatibility with every dmod in existence"

Definitely the goal.

>>All I can think of at the moment would be a more modern, cross-platform editor, but that might be something we have to figure out as a comunity here since the audience for that is much smaller!

I'd love that, but yeah, a bit outside of my current scope. The C++ code will be sitting there if anyone else wanted to give it a go though.

>>Add the 4:3 aspect ratio mode, some people don't like how it's horizontally stretched to fit the 16:9 aspect ratio and hey, that would also help for mobile phones.

I agree, I added this a few days ago to my current build

>>Also either PNG or TIFF support, so it'd also use the alpha channel (So we can use both black or white)

I think this is already supported in Dink HD, it can also directly load .jpg and a few other formats

>>The Dink 20 year anniversary is coming up
>>Is it 24 April 2018? Celebration, yeah!

I think it's earlier than that... it went "gold" right around the end of December 1997/Jan 1998 I believe judging from the file dates on the original disc, not sure when the first CD jewel cases were shipped out though.

>>I hope you and redink1 can do something awesome together seth.

We are playing with the idea of directly linking dink network to the game to provide easy access/install to all DMODs.

>>Switch to SDL2

I love using my own framework (www.protonsdk.com) - it is very portable and does support using SDL/SDL2 as its platform abstraction if needed. This allows it to use SDL2 supported controllers if we really wanted to. For Windows this isn't needed as Proton has its own DirectX controller support.

I tested transparent PNGs and various other formats a while back and they didn't work at all. I think transparent BMPs would load and display but were entirely white and didn't display as translucent despite having the necessary channel. I don't think it's a feature worth bothering about though since it's yet another thing to break compatibility.

very cool too see the ideas being presented , i would certainly play the beta and give as much as feedback possible have a couple of different os android phones to test , and a couple of different pc's as well.

@Seth a lot of people have been asking about possibility of the dink hd release on steam/gog/windows store (as we all got forcefully updated to windows 10).

Another thing i'd like to also add is to make the PC version feel less like a mobile port. Mainly ya can't scroll the menu using the mouse wheel, you have to select and hold down the scrollbar and move it up to go down and there seems to be issue with the controllers. Mainly the game won't detect it at all.

No plans on a GOG/Steam release. I'd prefer if people used dinknetwork.com and rtsoft.com to download and socialize about the game, not a third party. I'm pulling it from the Mac App store as well, it never really provided any extra value, was a hassle to maintain and barely got any downloads.

One thing I do love about something like Steam is automatic updates, but I'm going to add update notification to the Dink client so that at least people will get a pop-up to download the new version when it's out.

And yeah, concerning scrolling and HD in general, I'll try to make it a little "less mobile" feeling.

No, I'm sure that for a multiple of reasons (having the best cross-platform potential, GPL license ect...) FreeDink will be still relevant. But if Dink HD gains 1.08 level of D-Mod compatibility and gains a way better D-Mod installer, version 1.08 will likely become obsolete.

Skurn, I generally respect you, and your ideas, but imagine trying to relax in the evening, putting on VR goggles, start strolling casually in the Dink universe, just looking for some ducks to behade, and some lame quest to finish, and then... you run into this!

They would have to keep me sedated for the rest of my life because of it.

Sigh cant we put in references in the game towards dink network in other platform releases ?
i just feel we are missing out a full generation of players who can become dink smallwood fans, loving the game and of course planning on making dmods for the game.

Just i hope you consider a port for dink hd in future onto the platform like steam and gog, i am sure it will not cause dink network to loose anything , in fact it might boost this site and the game popularity.

Right now its just red1nk alone who is maintaining and working so hard on preserving dink since ages , what about the future ?? dink at least being on steam ensures the game will go on no matter what happens to anyone of us.Since the dmods can exist safely in the workshop and due to the auto updates you can directly update and interact with the forum for any changes.

ever since i joined here i have been saying the same thing so that makes it since almost since 6 years you can look at the members list there has not been that many new members here at all. Just the same couple of old dinkers..
https://twitter.com/foxhound141_80/status/138627313591005184

I have no evil intentions to put over this place or break up the community , i just want more people of today to find dink smallwood the way i did and enjoy the game, in 2000 from india i did not find this game on dink network , i found it on a game magazine disk for free.

Heck i did not even know about this place until way later 2009 afterwards, all i am saying ever since coco passed away , i feel we should not let dink and the great dmods be caged up in here forever, there is a lot of content here and in the game that people should know about and experience it.

Times have changed , we should do what we can to share with others, i know this game still has the charm for example i have dink smallwood running on my psp and my younger cousin 8 years old came across it by mistake and he ended playing the game the whole day.

This is the last time i will bring up the request for dink to be on other platforms and i will respect whatever decision you take on this seth , just know this that there are a lot of people who would want to just play the game for what it is on other platforms.

20th anniversary coming up and it would be a great way to bring over beloved dink to today's way of gaming, heck it just feels like yesterday when i shared the game with my classmates back in the day and no one was able to figure out how to get past the guard in Stonebrook.

Sorry for the long post seth also can you have look at what features missing out in the game shown that can be added ?
https://pcgamingwiki.com/wiki/Dink_Smallwood

Forgot to answer this one:No plans on a GOG/Steam release. I'd prefer if people used dinknetwork.com and rtsoft.com to download and socialize about the game, not a third party. I'm pulling it from the Mac App store as well, it never really provided any extra value, was a hassle to maintain and barely got any downloads.

That's a bad idea if you ask me as leaving it only for Dink Network and RTSoft would just make it even less noticeable. Currently people are downloading games from the clients such as Steam, GOG etc. whether is it free or not and are pretty popular.

Call me pesimistic, but modern gamers aren't interested in even playing harder games, or the ones with sucky graphics, let alone making modifications that require some programming skills, which they know nothing about. Especially when you have to deal with a buggy engine. That era is over. There are only a few games that have a strong modding community today.

That's because most of the games don't have modding tools or just are not straight up moddable.

Older games such as Doom (classic one not the 2016) is still very popular for modding due to not only being simple to make/program one, but also due to the enhancements which source ports give such as GZDoom.

yeah, they don't want real hard. they want limited hardware hard (nes) where everything's unfair and there's loads of trial and error. or they want modern hard (dark souls), where the lag and wonky hitboxes one shot you.

liquid141 - appreciate your thoughts. I think you vastly overestimate the benefits to be gained by simply existing as a download on a site like gog, considering they will do zero to bring eyes to it as it isn't sold like Doom or an official exclusive download like some others they use to bring in new signups.

Anyway, my concern right now is updating the versions I support to make them work better. Can revisit this later, maybe if someone else wants to handle that so I don't have to deal with it...

So here is the first beta version! It's missing a major new feature that is coming (access to every DMOD from inside the game) but I figure it's good to get something out there for testing early. It now also checks for new versions on startup so you'll know when a new one is out.

Thanks for at least considering seth , you are right lets focus on the main objectives of dink hd for now. We can think about the other release later. Downloading the beta now.

Dink is quite popular on gog seth , we used to discuss about it here, i can ask there if they are interested in releasing the game if you want. I had created a thread for when hd released.
https://www.gog.com/wishlist/games/dink_smallwood
https://www.gog.com/forum/general_archive/dink_smallwood_now_in_hd_d

Btw for those who are on steam, this dink hd version can be added to steam via add non steam game, it works perfectly aka the steam overlay is enabled you can discuss with other dinkers while playing in-game and share screenshots.
http://steamcommunity.com/id/liquidsnakehpks/screenshot/844844771624958919

Some things noticed

- full screen settings not getting saved ? have to manually alt + enter
- some of the dmods in the built browser are outdated for example Cast Awakening Part 1: Initiation

That's because most of the games don't have modding tools or just are not straight up moddable.

Not exactly. Check out Half-life 1 mod page (or Counter strike plugins). People done some really freaky stuff with that game, and it's a 3D game. You need a whole team of mappers, coders 'n such to make mods for it. Even then, some guys make the whole mode alone.

Age of empires 2 has some really cool mods, and although the editor is simple, they went as far as creating scripts for the custom AI behavior. Few of those guys are now making official expansions.

I have few more examples, but most of those games date before year 2000. Dink editor is just fine. The only complaint I have is the damn hardness editor. Scripting may seem daunting task here, but really, it's not like you have to learn C++ or Java (talking about objects mostly). Just how to avoid a few bugs here and there...

doesn't gog have an option to add some games you have on there to steam as well? it may not have attention on steam, but it apparently does on gog. if you add it to both, people might also use the option to activate it on steam as well.

doesn't gog have an option to add some games you have on there to steam as well? it may not have attention on steam, but it apparently does on gog. if you add it to both, people might also use the option to activate it on steam as well.

That's GOG Connect. What it does specifically is that you can add a game you own on Steam into your GOG account, but you have a time limit for it and it depends on the publisher/developer to add a promo for it. Those events happen in each big sale.

I don't really expect anybody to get their hands dirty with it, but just having it out there is a good thing.

If anybody did want to give it a shot, here are the directions from its programmer_readme.txt file:

* First, be able to compile and run the proton example RTSimpleApp. More info at www.protonsdk.com on installing and setting up proton
* Move the RTDink directory checkout to a sub directory of your proton dir. (it works exactly like a proton example - you can still svn update/commit like normal, svn allows you to move around dirs like that)
* Sign up at fmod.com and download FMod Studio for Windows. Unzip to <proton dir>\shared\win\fmodstudio, so you should have a proton\shared\win\fmodstudio\api dir, etc.
* Install Visual Studio 2017 (Community version works fine and is free) and open RTDink\windows_vs2017\iPhoneRTDink.sln
* Set the profile to "Release GL" and "Win32". (or "Debug GL" is ok too) Compile. If it worked, you should have a dink.exe created in DinkHD/bin.
* Install DinkHD from rtsoft.com. (media is not svn, so this is a way to get it..) Overwrite its dink.exe with your new one. It should run!

One problem is protonsdk.com examples don't have Visual Studio 2017 project files so it's a little hard to even get started there unless you're a MSVC pro, but I plan on updating those within a few weeks.

I was able to build without any errors, but after copying dink.exe to C:\Users\[USER]\AppData\Local\DinkSmallwoodHD , I get this error on startup:

---------------------------
Woah nelly!
---------------------------
Can't find media. If running from Visual Studio, make sure you set the active dir to ../bin and have run media/update_media.bat first!
---------------------------
OK
---------------------------

I think it is trying to run the iPhone version somehow.

If I try copying "DinkSmallwoodHD/interface/ipad/" to "DinkSmallwoodHD/interface/iphone/", it runs, but everything is very wonky.

All right, it seems I'll need to go through D-Mods and find Dink HD issues.
I will update this as issues get fixed or I discover more.
General:
Switching from windowed to fullsceen and vice-versa seems to be slow in this version.
D-Mod specific:
Lost in Dink: DinkCraft has disappearing sprites in certain stages of animation. It also has a problem with object placement in the beginning.
Pointless: Crashes when I kill the middle dragon. In order to reproduce this, you need to kill the left and right dragons, and kill the middle one last. Killing them in any other order causes the screen to remain locked, but that's a bug in the D-Mod that also happens in 1.08.
The Quest for Cheese: some graphical glitches, like object not disappearing properly (graphical only, it works fine otherwise).

redink1: Woot, glad it compiles for you! Oh, I bet I know why it's building the iPhone emulation version. I've added this to the programmer readme:

* By default, Proton SDK's main.cpp is setup to compile for iPhone most likely. Assuming you'd rather not have an iPhone build, search the project for "//WORK: Change device emulation here" and right under that,
change it from string desiredVideoMode = "iPhone Landscape"; or whatever it was to "string desiredVideoMode = "Windows"; instead. (this is where you can emulate many devices and sizes)

Also, you should update both the proton sdk and DinkHD dirs, I just committed more fixes. Still working my way through the Bloop's Purpoise issues, but it's looking a lot better now.

(big thanks to Redink1 for most of these bug reports and the fancy shadows patch!)

* (Windows) Fixed app icon
* (Windows) Mouse-controlled screens in DMODs control better and hide the original mouse cursor
* (Windows) Now remembers screen size and fullscreen mode (don't forget, you can drag the window corners around to customize the screen size as well)
* (Windows) Input URL input area gets focus by default when installing a DMOD by URL
* (bugfix) Can no longer tap F8 during a game load to load a save state too early which can freeze the game
* (bugfix) Fixed issue where 32 bit tilebitmaps would go wonky when reloading the surface
* Default color under status bar is now black, fixes issue when transparent colors are used in the stats area, random garbage would show through
* (windows) Version # is now shown in title bar
* (bugfix) Fixed some issues with how default offsets are calculated, it fixed some problems where sprites would be in the wrong place in certain DMODs
* (bugfix, windows) "Smoothing" no longer incorrectly turns on if you lose/regain focus
* (windows) Added "Windowed Borderless fullscreen mode" toggle, defaults to off. It will try to do 640X480 at your native monitor resolution by default now on
a clean install. If you've dragged the dink window to a weird size it won't be able to go fullscreen which is kind of weird, but it does give a clear error message. It should probably
enumerate graphic modes and choose one if the current one is invalid, or let the user choose, meh
* Added redink1's "soft shadow improvement" patch
* (proton) Fixed issue with blitting alpha things to the background, fixed an issue with the new soft shadows (shadows under things like houses would be black due to not copying alpha right)

If you're using the last beta, it should automatically prompt you to update.

At one point in time a list was started to help point out what dmods didn't work with dinkhd or had issues with it. I'm not sure if you know about it, or if someone already linked you but here it is.

It doesn't really go into details about the issues though. Probably because no one really expected dinkhd to get an update, and it was mostly just a list of dmods that couldn't be played on dinkhd. It's also by no means an extensive list whereby every dmod has been checked. It may point out a few issues/quirks that are commonly found to cause issues with many dmods though.

I tried Lost Forest Romp with the latest beta on Windows 8. Unlike the old Dink HD, the title background is no longer PINK, so everything is clearly millions of times improved. Most everything worked and I got through 95% of the dmod. (didn't bother finishing the final fight)

General problems:
* When unticking the "use windowed full screen mode" box and pressing alt-enter, get this error, after pressing ok Dink HD is frozen and have to close with task manager.
* alt+tab out of the game in full-screen doesn't work right. The game screen pauses, but doesn't switch to another tab so that you could do something else.
* alt+enter to exit full screen doesn't work right, alt and enter don't have to be pressed at the same time. You can press alt, make Dink do a heebie-jeebie dance, then press enter and it'll exit full screen.

Dmod-specific problems:
* The title screen is supposed to look like this, but looks like this. (fill_screen and sp_noclip don't work??)

Controller support for all the DinkHD menus seems to be non-existent.
You can only really use the controller during gameplay and even when you hit the menu button you are greeted with another mouse only menu. The mouse can be manipulated in DMOD menus using the joystick to move and (A) to click.

As far as mobile is concerned maybe you could make it possible for authors or players to add buttons on screen for certain keys. Some DMODs make use of key scripts and afaik you have to go into menu and pull up the keyboard every time. It's a pain for DMODs that may rely on these being used frequently or during action scenarios.

Always glad to see Dink getting updates. To this day I haven't really gotten much use out of DinkHD on Windows though. It's been rather clunky to use. Hard to beat the simplicity of DFArc. It's too bad we can't launch into a DMOD using DinkHD from there.

New version! Lot of compatibility issues addressed. Lost Forest Romp still shows the trees in the wrong place on the title screen, will check that and the placement issue in The Last Quest 2 soon.

Highlights: This version has load_tile() and -game command line support.

------ Change log for 1.7.2 ----------

* Changed "FPS lock:" to "Lock to 30 FPS:" in options, makes it more clear it's actually bad to use and not vsync
* (Windows) Handles alt-tab and clicking on a different monitor while in native fullscreen modes better
* Added "Ghost walk toggle" to in-game cheat menu. Allows you to walk through solid objects and screenlocks
* (DinkC) Added support for Dan's load_tile() command
* (Windows) Added support for -game <dmod directory> parm to load a DMOD from anywhere on your HD. It also sets
the active DMOD dir to the DMODs parent directory for that session. Automatic state autosave, save/continue and quicksave/quickload work as expected by saving data to its directory
* (bugfix) Save states now properly load even if the DMOD directory has been cut and pasted to a new place
* (bugfix) Full state saves now properly setup backgrounds with correct vision modifications instead of assuming it was 0
- Due to minor changes in the save state stuff, I've versioned it so the game will refuse to load old versions (as always, this doesn't affect the normal save files, just the full state saves HD does)
* (DinkC) fill_screen works better and colors 0 and 255 are no longer sometimes reversed
* (bugfix) M can now be used to turn off the map, previously it only worked to turn it on (well, in Mystery Island on the boat at least)
* (bugfix) Status no longer incorrectly draws over full screen bitmaps (like the map in Mystery Island) and is properly reconstructed in full save states

Big bugs with saving and loading for me with this version! Been saving at machines plus quicksaving/loading often, and now the game is at a point where I can load my game from the main menu, but once in game the save state list is blank! I can't load or save anything now, my save state appears to be stuck.

Bug Report (1.7.2):Description:
Found a rather odd bug where I was able to lock my directional state by abusing the map controls.

To replicate:
Step 1: Open your map, with no directions pressed.
Step 2: With the map open, hold in any direction or combination of directions for a moment.
Step 3: Release all directions.
Step 4: Close the map.
Step 5: If performed correctly, most of the time the bug happens, and character moves endlessly in the directions you pressed earlier until you press those buttons again to clear them.

Ideas and Notes:
Maybe the button state is not unset properly sometimes when in the map? The bug doesn't seem to happen with other buttons besides the directions, since they all close the map when you press them. I used keyboard to trigger this bug by the way (though I bet it effects all control schemes).

------

Also, this is super minor, but there is some small tearing when doing any horizontal screen transition. I'll see a tiny black bar go down the screen where the screens are connected. I can get a screenshot of this if needed. It's not very noticeable but a keen eye will see it. Has anyone else seen this?

DinkDude95> Hmm, let me know if that still happens with this new version.

thenewguy> Yep, sounds right. I'll check it out.

Screen transition currently usually have a weird/bad tear, will take a look at that a bit later.

------ Change log for 1.7.3 ----------

* (DinkC) DinkC version is now reported as 110 instead of 109
* (Bugfix) Fixed issue with set_frame_frame, the DMOD Mayhem now works
* (Bugfix) Fixed another incorrect color issue with fill_screen (This fixed Initiation's title screen)
* (Bugfix) Fixed horrible issue where the last line in a script might not get run. This fixed the intro screen to Lost Forest Romp
* (Bugfix) Rewrote some nasty code that I could no longer understand, THE LAST QUEST (part 2)'s cool room slide/warp effect now works right
* Added "Debug DinkC Toggle" to cheat menu, it shows collision boxes and causes the log (log.txt or choose view log from debug menu)
* If fullscreen is at a weird size it will now just force it to 1024X768. If that fails, well, it won't be good
- Note: Save state format has been changed again, so old save states won't load

after dinkHD 2 is all finished up and worshiped by all as the supreme definition of dink, the weird shit i did in sour gummy worms with the sprites that retain their existence across white rectangles upon levelling. you know. that.

Unlike the old dink, Dink HD is able to reconstruct the background graphics after a quick-load so it actually remembers dead things that were burned into the screen. This is also handy for recreating the GL surfaces after resizing the window and such too.

I guess there is a limit of how many "dead things" it will remember though. I wonder if simply raising that limit would be enough...

Still having save/load issues. The most recent one seemed to be a quicksave problem. I quicksaved, and after that the save states all appeared empty in game. Any attempt to use a save machine was fruitless, also.

Quitting and loading from the main menu worked, I could reload the original save, but it essentially meant that any progress made after the point where the save state pooped itself was null and void.

DinkDude95, hmm. It sort of sounds like it forgot the entire DMOD path and it's saving quicksave files somewhere else suddenly? Is your Dink HD installed to the default directory or something special or non-standard? I'm wondering if that has something to do with it. Did you use any special command-line options like -dmoddir or -game to start the game?

Does the log.txt show any errors that might show a weird path? (like "couldn't save g:\weirdpath:\\\///skdjsd" type thing)

If you search your hard drive for save1.dat or quicksave.dat do you find them in a strange unrelated directly? If so, that might be a clue why it's forgetting the DMOD path.

Any sequence you've noticed to make this happen on demand? Doing F1 and then F8 (quicksave/quickload) in a row should always work, but it sounds like quicksave is breaking things and changing the active directory or something.

Oh, does this happen with a specific DMOD name? There is a bug with any dmod that starts with "dink" where it won't show up in the dmod list, this will be fixed next version.

Ah, ok, that helps a lot. The windows user access control system is confusing to me, but I think unless you run in admin mode it's not going to let you save anything to that folder, whereas it WILL let you save things to the default install folder. Previously I made the installer installer change that directory to "anybody can write here" but that meant the installer itself required admin access where now it doesn't.

So at a minimum I should make a pop-up come up that explains the error, although since you created the Dink folder install, I feel like it should let you save there with that account but dunno.

Can you try right clicking dink.exe and "Run as admin"? I'm guessing that fixes the save issues.

PS: I just noticed the path weirdness from your log... dmods/dink/? yeah that's very broken. Maybe it has nothing to do with UAC and is something else related to that install path. I'll check it out.

UPDATE: Found the bug, just something stupid I did recently, next version (1.7.4) will correct the issue with non-dmod saves!

By jumping around, do you me jumping in one place or flickering from one place to another? In the former case, that's supposed to happen. In the later case, no, that's a bug in Dink HD, and it seems it's not D-Mod specific.

liquid141 - Can you see if this version fixes the mega potion rendering? I can't remember where a mega potion is to test it and I'm too lazy to remember how to use Dinkedit.

New version! This seems to work with every DMOD I've tried so far.

------ Change log for 1.7.4 ----------

* (Bugfix) Fixed a script crash. This bug was also in the legacy dink
* (Windows) "Tap to continue" is no longer shown when waiting for a keypress, but will still be shown on touch-devices
* Fixed bug where any DMOD directory starting with "dink" was ignored from the internal DMOD listing screen. Oops, that was a pretty bad one, sorry dinkcrft.
* (Bugfix) Fixed issue where default .ini animations wouldn't get applied correctly in some cases, this fixed a slight offset problem with Stone Of Balance
* Fixed problem with glitchy black lines during screen transitions
* (Bugfix) Fixed issue with playmidi and filenames that start with numbers over 1000, this fixed a problem with 1812over.mid not playing in Mayhem
* Added 1920X1080 screen mode selector in the Options menu
* No longer applying Dan's checkboard fix to tile screens (they don't need it I think..), and also added a hack so it will ignore main-02 through main-04.bpm (the dialog box) as it made it look weird (it looks perfect in 640X480, but other resolutions have slight artifacts due to sub-pixel accuracy issues
* Fixed some issues related to dynamic 8 bit to 32 bit surface changes (this can happen if you turn on the new shadows after starting to play or the game suddenly hits a 32 bit image)
- Note: Just to be safe, save state version has changed, so old save states won't load

Another new version, this time with many compatibility fixes for Bug Mania. (Oops, I wrote Bugmania everywhere else...)

It's pretty amazing all the tricks that were used to push the engine. I mean, save files like save123.dat to be able to basically load/save unlimited booleans is pretty clever.

------ Change log for 1.7.5 ----------
* Properly handles an illegal frame # sent to sp_frame instead of crashing
* (Bugfix) Fixed issue with not being able to set long delays in sprites (fixed dancing knight in Bugmania)
* (Bugfix) Fixed DinkC "!=" command which was renamed "!" for some reason. This fixed the goto in Bugmania
* Enabled support for >= and <= in DinkC, not sure why it was commented out before, they were active in 1.08
* (Bugfix) Status bar will now be drawn even when mouse mode is active if needed (it now shows up in Bugmania)
* Space no longer selects dialog, you'll have to use ENTER or CONTROL like on 1.08
* Mouse can now be used to select dialog options
* Fixed mouse issue with Bugmania in the town where it wasn't sending button down messages
* Made escape open the Dink HD menu even when wait_for_button is being used. This may be a problem if any DMODs require ESCAPE to be a button that is used though

- Note: Save state format has been changed again, so old save states won't load

Always glad to see Dink getting updates. To this day I haven't really gotten much use out of DinkHD on Windows though. It's been rather clunky to use. Hard to beat the simplicity of DFArc. It's too bad we can't launch into a DMOD using DinkHD from there.

This is a great point. Even if Dink HD achieves really good compatibility with existing dmods (it looks promising so far!), I don't see myself navigating through those menus every time I want to try out some dmod.

Hmm. Dink HD supports directly playing DMODs from any directory on your HD using the "-game <dmod path>" as a parm (it skips the menus), has anyone tried that with DFArc? (I assume it can be setup run multiple dink.exe's? Not sure..)

DFArc does support multiple dink.exe's. They just all need to be in the same directory.

I reinstalled DinkHD to the my main Dink directory to make things easier to test things out. I also moved my DMODs to a folder called dmods to conform with the structure DinkHD uses.

Making a shortcut with the command works no problem. Tested. Works good. You still have to go through the 'continue session' which I'm not fond of. Also when you exit the DMOD you go back to the DinkHD menu. Meh.

After getting that error message, I go to the installed DMODs and it says none are installed. Clicking on browse.. blank! This happens any time I try to open a DMOD with DFArc. When just using the Dink.exe everything is normal.

Edit
Would also like to add that DFArc3 has options for True Color, Windowed, Sound, Joystick, Debug etc.. that don't apply.

Dink 1.09 was never compatible with DFarcs of any version because it never supported any command line switches, and had its own built-in launcher anyway meaning there was never any reason to attempt to support it.

There are two things that bother me a little about Dink HD: The "CD music" and the fact that load_palette/256 colour mode don't work.

It's cool when the .ogg version is just a better-sounding rendition of the .mid, but some of the tracks are completely different, and the midi versions are superior (9.mid > 9.ogg is a particularly poignant example). Some dmods like Lost Forest Romp or Lyna's Story play the midi directly from original Dink's folder, so with the .ogg version being picked automatically, the game basically plays the wrong track.

load_palette is a really powerful effect, it's a shame it can't be used anymore. Isn't there any way to apply that in true color mode?? It's an underused trick as far as existing dmods go, though, so not many dmods are affected - the only one I can think of is Lyna's Story, where the colors are inverted when you enter "the other world".

Hmm, the non-CD version midis are still there, so someone could create a .bat file to delete the offending .oggs, or, maybe I should not prefer .ogg files over midi files for dmods which would also fix the issue?

load_palette - hmm, I could probably make that work pretty well in true color mode. If anyone knows other dmods besides Lyna's Story that use it please let me know, especially ones where I could test it pretty easily.

Another day, another version. Not too much new here but wanted to get it out there so it could be tested with DFArc again after these changes.

------ Change log for 1.7.6 ----------

* Made Dink HD work with DFArc. Either you can put DFArc in the Dink HD dir and add "dmods" as the additional dmod directory so it can find
mods installed by Dink HD too, or you can keep Dink HD completely separate, and enter the full path/exe to Dink HD's .exe in DFArc config and that works too.

It's kind of weird that Dink HD puts its mods in a subdir called "dmods" as compared to the original Dink which useds its root dir. I could change that but.. meh.

* Added support for -window and -debug from the command line. Dink HD remembers the last setting already, so -window would only have any effect
if it was last used as fullscreen

* Added Dan Walma's improved shadow patch

Note: The internal DMOD browser is currently not working, will be back soon and connecting to the Dink Network directly to get all dmod info

Thanks! New version with compatibility fixes. If you find any more dmods with problems let me know.

------ Change log for 1.7.7 ----------

* Sprite blits that hang out of the game area are now rejected in some situations, to match functionality of Dink 1.08. (Bloop the fish on 1.08 looked right because it was getting ddraw errors when trying to draw the "blank" numbers because they were too big for the screen)
* A LOAD_SEQUENCE done after a LOAD_SEQUENCE_NOW in dink.ini is now ignored to match V1.08 functionality. This fixes the issue of a fish turning into an old man in Bloop the fish
* Alt-Q now closes Dink, to match 1.08
* Fixed issue with bubble magic not having a transparent background in Bloop the fish (was due to some changes to make fake magic/weapon icons work on mobiles.. I'll have to redo that later)
* Fixed issue with slow nagivation in Broken Windows due to too much logging about scripts being run
* (Bugfix) copy_bmp_to_screen issue where it might try to blit a 24 bit image onto 8 bit fixed (fixed incorrect images in Broken Windows)
* (Bugfix) key-<key num>.c scripts are no longer sometimes loaded multiple times
* Some tweaks to keyboard input so Broken Windows typing area works better, "," and "." are supported. Escape is as well but it also brings up Dink HD's menu which isn't great, but at least it works
* (Bugfix) Default transparency for LEFTALIGN things is now correctly white instead of sometimes not transparent
* The / divider on the experience display ( ns-11.bmp ) is now always "white transparent". This WAS the original way (check the Dink jewel case screenshots) but somehow in 1.08 and beyond this stopped being transparent. Fixing this fixed the white box in Bug Mania
* (Bugfix) Fixed "way too jumpy megapotion" bug

- Note: Just to be safe, save state version has changed, so old save states won't load

Using DFarc v3 works for me, so long as I put the DMOD's in DinkHD's DMOD folder. If I try to use a different folder for DMOD's then it instead seems to add the path to DinkHD's path, and I get an error message similar to rabidwolf's above.
https://image.prntscr.com/image/TS4RxCLoQ7msbr_nnBRCBg.png

Found a bug:
When you press alt, alt stays pressed even after you release it. If you try to open your inventory with enter any time after you've pressed alt, it will change from windowed to fullscreen or vice-versa.

I'm thrilled to see the game being updated after all these years. 20 - that's hard to believe. I hope my (incredibly minor) contributions to 1.08 never sullied anything. I wish I had understood at the time that an ellipsis is generally accepted as a series of three dots - gotta be preoccupied with something petty I suppose...

Having never toyed with DinkHD until now, I'm not so thrilled that, compared to 1.08 and prior, the game has an ever so slight sluggishness to it. (EDIT: This seems to have somehow resolved itself for each subsequent time I've started the game.) The text border is odd to me as well, but acceptable.

I don't find scrolling through the About page, the log, etc. very intuitive. It seems I have to click and drag the bar at the side in the direction opposite of what I would anticipate, and it tends to be uncooperative still.

Did I go all these years without noticing that the "door open" sound plays when you exit the Bonca cave? How goofy!

Hey Tal! Thanks for the comments. Hmm, not sure why it was slow, shouldn't be, except maybe the very start as it does load things "on the fly" but it caches them out.

Yeah, the scrolling is very un-windows, I may fix that a bit later. It's not obvious, but you can actually click and drag anywhere on the screen to scroll, not just the scroll bar. (the GUI I wrote was sort of made for using a finger on mobile) And maybe do something with the text. It does make it muche easier to read on tiny screens I think, but it looks bad on some dmods and the grey text color is bad.

Another version! This one has the first pass at the full DMOD browser/installer via dinknetwork's data. (this is good for places where DFArc can't be used, like iPhone/Android)

------ Change log for 1.7.8 ----------

* Fixed issue where launching dmods from DFArc with a dmod path not in DFArc's dir or Dink HD's dmod dir would fail
* Fixed compatibility so Freedink.exe and the dink.exe from 1.08 can be run from Dink HD's dir (previously, start.c had been hacked to skip stuff for the HD version,
it now checks version and if it's being run as a dmod or not and does it right)
* If you run the HD "dink" dir as a mod it now works as expected (it plays the normal game, including the old start up screen)
* Now including story/*.c instead of the .d files. No reason to hide them, right? (note: if you install over HD without uninstalling, the old .d files will still be there. But .c files are checked
first so it should be ok anyway)
* DMODs now default to the original .midi files rather than the .ogg CD music, as it changed the desired "feel" of some DMODs to switch to CD music. Running with -game dink causes Dink itself to
not use CD music as well, so for people who don't like CD music at all there's an option to play the original game with midis only
* (Bugfix) Dink HD will no longer try to grab missing sprites from the base dink dir, this fixes Dink's pushing anim in Zoltron
* (Bugfix) dmod installer no longer chokes on zero byte files (I'm looking at you, 9gems)
* (Bugfix) Fixed memory leak and possible crash related to script loading
* (Bugfix) Fixed issue with the checkerboard shadow processing where the 8 bit RLE decoder failed because it was expecting an 8 bit target (most bmps don't use RLE, but Alliance does in places)
* (Bugfix) Fixed issue with loading certain 16 bit bmps incorrectly, fixed tilted text in Infinidink
* Went ahead and decided to accept 252,252,252 as transparent if it's index 255 on an 8bit sprite that has white as transparent. This fixed the white background issue with Alliance dmod as well as Dinkcraft
* FEATURE: Can now download all DMODs from Dink Network directly from inside the game via Dan's php interface. Can sort by rating, latest update date, or alphabetically

- Note: Just to be safe, save state version has changed, so old save states won't load

I've seen the fall of tahmar error occur on shevek's karel ende elegast as well. But that was before all the updates to dinkhd so I'm not sure if it still happens or not. If it happens to fall of tahmar though, I'm guessing it does.

New version - looks like we're almost there as far as compatibility goes?

------ Change log for 1.7.9 ----------

* Fixed another DMOD installer problem related to 0 byte files
* Dink now continues to download and install dmods when in the background, but everywhere else pauses automatically
* After installing a dmod, you can now choose to play it now or go back to the browse dmod list
* DMOD data downloaded from dink network is now cached for that session (it's not going to change so quickly, so why stress DN.com if we don't have to)
* (Bugfix) "installing <dmod>..." text message is no longer truncated in a weird way sometimes
* (Bugfix) Fixed another issue where a base graphic could fill in with a missing .bmp in a sequence when it shouldn't
* Huh, turns out .D files are always loaded before .C files. I switched back to including .D files, otherwise if you didn't do a clean install my start.c changes don't show up
* Fixed it so freedink.exe and the old dink can be run directly from the Dink HD directory without crashing. I didn't actually test it before, they didn't like / instead of \ in my .ini previously.
I also added the CD and splash.bmp that were missing
* Quick tip that pops up when playing the normal game now talks about the F1/F8 instant state save/load feature instead of talking about pressing the "pause icon" which doesn't even exist on the Windows build

- Note: Just to be safe, save state version has changed, so old save states won't load

What order is the installed D-Mod list? I think it is in folder-name-order, but because this isn't displayed to the user, it makes it a little confusing. Could they be sorted on displayed D-Mod name instead?

Earlier this morning I had some issues with DinkHD hanging on the searching for updates screen. Also at the time rtsoft.com was running like molasses. I wonder if this was somehow related. Is there no timeout so you can get into the game if it can't connect after a certain amount of time? Or maybe there was and I just wasn't patient enough?

I've moved my DMODs from the dmods folder back to the installation folder as WinDinkEdit+2 wasn't able to detect them from there
However, in doing so, now when I boot up DinkHD from the exe they aren't showing up.

Along the note of the odd sorting, a search function would be helpful.

Running "dink.exe -dmoddir ." (or maybe ./ instead of .?) should make it find your dmods if they are in the root folderinstead of the dmods subfolder.

Yeah, rtsoft.com had issues earlier. Dink HD will eventually timeout if it can't reach it. (20 seconds? it actually depends on the windows settings)

------ Change log for 1.8.0 ----------

* Applied 16 bit bmp loading fix to "fancy shadows" version too, forgot before
* (Bugfix) Dink is no longer sometimes incorrectly shown on screen right as a dmod is started
* (Windows, DinkC, Performance) Logging code rewritten, it's was horribly slow before. If a DMOD spammed "debug" messages it would previously drastically slow down the entire dmod
* (Bugfix) LOAD_SEQUENCE and LOAD_SEQUENCE_NOW fixes, fixes stuff in many dmods
* Improved mouse handling on dialog menus, no longer accidently select the first option of the dink menu if you click slow after using HD's escape menu to get there

- Note: Just to be safe, save state version has changed, so old save states won't load

Just to be sure, Proton SDK can use SDL2 as a abstraction right? Does it mean it can use SDL2 features on your Proton? Just asking cause currently SDL2 got a new release which adds Vulkan API support, but the main reason that if Dink Smallwood HD will get a Linux release will it also support <url="https://en.wikipedia.org/wiki/Wayland_(display_server_protocol)">Wayland</url> display protocol for future release, which the SDL2 already has a support.

Currently on Linux most people tend to use XOrg as a default display server protocol for decades while slowly getting better, yet Wayland, the successor of XOrg got a stable release and is very slowly replacing the former.

If you find any dmod that is broken or not finishable please let me know! I'll probably move on to the mobile builds soon.

------ Change log for 1.8.1 ----------

* (Windows) Escape now brings up the classic dink escape menu, the Dink HD menu was just too intrusive. It will show a text message that you can hit Shift-Escape to bring up the HD menu as well
* Made dialog box background look better by making it 32 bit with alpha, no more "cracks" at some resolutions. Custom dialogs may still get line cracks at non 640X480 but whatever
* Default resolution is now 1024X768 fullscreen instead of 640X480
* dmod listing is packed tighter and now sorted alphabetically by dmod name, not directory name

* Changed release compiling a bit to enable C7 compatible debug info, may help with stack traces
* Oops, turned max sprites back up to 300 from 100, don't ask me how I managed that one
* (DinkC) A line of over 200 characters won't corrupt memory (new limit is 512) - this fixed a crash in Grasp of Darkness
* (DinkC) external commands no longer generate bogus errors in the log.txt due to how 1.08 added weird overloading stuff
* Now shows the dmod's splash.bmp during loading
* Fixed issue where music might not play on the title screen
* Raised "memory of dead background sprites" to 300 from 100 for Windows, up to 200 for mobile
* Doubled memory Dink is allowed to use before uncaching graphics not used recently (could probably be disabled entirely for Windows but whatever)

Hey Seth, I found a couple of strange errors when playing through my dmod that's currently in development (The Dark Avilan) yesterday, I'll test it with this new version when I get home from work and if they are still present I'Il PM you a link to download TDA with a save state at the location of the bug and a log file.

Thanks. Hm, I'm not able to make it crash in Last Quest part 1. Maybe you could do a quick_save.dat (F1 key) right before the crash or? Does it only crash sometimes? Maybe it's related to doing something else before the dmod starts, hrm.

Thanks, I was able to duplicate the crash and fix it for the next version.

Background on the bug someone might find interesting: The problem was it was using unfreeze on & current_sprite, but the script had been attached to "1000" (lives forever, not attached to a sprite) and it didn't have protection against a bad number there. (biggest sprite could be only 300) The original Dink had this bug too but probably didn't crash due to luck, the memory there looked like it wasn't frozen so it would ignore the unfreeze command.

This also why I didn't get the crash when using a debug version.

I've modified that command and others to make sure it's a valid # and log something (and not crash of course) if it isn't.

I was able to play through the whole dungeon, killing all three of the ghost knights without any issue when using 1.08. I know there was a bug with the ghost knights in the older version where if you killed them without talking to Rod first it might crash. Cocomonkey said he fixed that though so I dunno.

Sparrowhawk: Hmm, yeah I should fix that. Maybe "Close game" and it actually closes the game would be good

RObj: Hmm, weird. I haven't noticed that on my side, I wonder if it's something to do with the .wav file itself and the FMOD/soundcard combination. Could try editing it with a sound editor and maybe re-saving it and see if that fixes it, if so, I should probably convert them all if that's an issue.

liquid141: No plans for achievements right now...

liquid141 & LeProChaUn about a crash in malachi the jerk: It's possible a crash randomly occurred due to an invalid current_sprite type of thing, I've gone through and added a lot of protection in this release as well as fixed it so the crash info should give better data. Can you try again with 1.8.3?

------ Change log for 1.8.3 ----------

* Added "If a .dmod file is put in the Dink HD directory (where the .exe is), it will be automatically installed and then deleted" to readme.txt
* Dialog box rendering was off a few pixels due to me forgetting to remove some tests I did, fixed
* Black at index 255 and white at index 0 is now forced during bmp loading. Windows does it, photoshop doesn't, but older versions of Dink (directx) seemed to do
it so going with that
* Invalid sprite sent to freeze/unfreeze will no longer crash the game (bug was also in original 1.08)
* Added hardening to check valid input on many script functions, will stop "sometimes" crashes based on bad scripting as well as log them
* Crash logging should show correct function names. I mean it this time!

Thanks liquid141, that helped a lot, I think I fixed it.. didn't actually test it, but that log.txt laid it out pretty clearly so hoping that did the job.

------ Change log for 1.8.4 ----------

* Some changes to Dink's speed calculations, it's now basically locked at "you better get 60 fps or the whole game will slow down" - the
original system is REALLY bad and the timing of Dink vs monsters can vary wildly based on your frame rate. So I sort of had to "choose" a correct
speed and go with that, I chose a pretty fast speed sort of arbitrarily because it "felt" ok. There isn't really a "correct" speed so I do expect problems with some dmods due to them expecting
a specific speed, but by choosing rather snappy speed hopefully mystery island and most of them will be finishable

So what do you think? Speed too fast? Too slow? What should be the "standard"? There are really two things at play here, one is the relative speed between Dink and monsters, and one is the entire speed of the game. (ie, how fast dink and monsters run around)

* Related to the above, holding tab no longer lets you cheat by moving relatively faster than monsters
* Playing location aware sounds on a script not attached to a sprite will no longer cause crashes (should fix crash in malachi the jerk)

Hmm, weird. I haven't noticed that on my side, I wonder if it's something to do with the .wav file itself and the FMOD/soundcard combination.
All good, I figured out what was causing my sound issue.
It seems you shouldn't accidentally run DinkHD with the 1.08 version of the "Dink" directory installed, if that makes sense. That was the problem.

Also, on the speed of the game. I think the current setting fixes some sprites that have sp_timing and sp_speed set to achieve a certain speed, but it might make some things move quicker than intended with no sp_timing value.. Here's a couple GIFS from Redink1's Initiation intro cutscene as an example (I think these knights have a speed value of 3 and no timing value):

I've noticed that the drawing order of some sprites seems to get messed up during screen transitions. I think it's only really noticeable in Dmods that use lantern effects. I noticed it while doing the Initiation Let's play, where sometimes sprites would be drawn above the blacked out area with the lantern, only while changing screens. Also noticeable in TDA. Does not affect all sprites, only some of them. Here's an example gif:

I currently have quite a bit other stuff going on, so I can't really go through testing D-Mods for bugs. But if anyone wants to help Seth by testing my D-Mods with Dink HD (including the god-awful early ones), then feel free. I know HH2 had major issues. It wouldn't get past the intro for me, when I tried it some years ago. And those who got it somewhat working would eventually start randomly losing sprites on screens etc. None of the issues existed in other versions.

One problem I'd like to point out that really should be figured out, is an issue with all versions of Dink I've played. On newer operating systems (Windows 7 onwards), Dink seems to often walk slower when there's text on the screen. I'm not sure what could be causing this, but it's really annoying and especially problematic if you're in the middle of combat simulatenously. I know not everybody is experiencing this problem, but it seems worth looking into.

Seth the new patch 1.8.5 has fixed the malachi crash issue, i also noticed the gameplay is a lot slower now ? is this something new ? i would be happier if it were a tiny bit faster like free movement, now it feels like dink is lagging behind where you expect him to move on button press.

btw i force 40 fps on everything in my laptop that runs intel hd 3000 cause a lot of modern games run horribly bad trying to reach 60 fps very unstable so forcing at 40 fps is much better. i guess thats why i am facing the slowdown.

A v sync option ? uncheck it and the game runs at 60fps , checked and the game runs at the monitor refresh rate

liquid141 - hmm, if it's running at 40 fps yeah that would be bad - just to verify the actual fps, can you enable the fps display in the Dink HD options? I didn't even know there was a way in modern drivers to force 40 fps.

New version!

------ Change log for 1.8.6 ----------

* (Windows) Running "dink.exe c:\temp\ACoolDMOD.dmod" from the command line will now install it, then run it. (original dmod file won't be deleted) Just seemed weird that this didn't exist so added it
* DMOD installer progress now switches to showing MB instead of K if the size is big
* BUGFIX: Fixed map loading bug that could crash the game (I added this one recently trying to clean up code to use more consts rather than magic #s, but there is always the risk I stupidely break something!)
* load_tile no longer instantly takes effect but requires a draw_screen or moving screens, this matches how 1.08 worked. Loading a save state or resizing the window will cause it to happen early, but hey, close enough
* BUGFIX: Fixed extra nasty bug where logic on certain things like charging your magic would pause the amount of time you used TAB to skip time

- Note: Just to be safe, save state version has changed, so old save states won't load

* Savestates should now properly restore the background in dmods that use mouse controls and tiles at the same time
* Some tweaks with when mouse buttons are processed (only in mouse cursor modes or a dialog menu)
* Misc work on touch controls to prepare for the mobile releases
* Added some names to credits (if you notice I added anybody twice or would rather be credited a different way or not at all, let me know!)
* Fixed bug that could sort of over-write random data if more than 100 sprites were active.. wow, bad

Note: You probably shouldn't trust any old full states saves (I forgot to invalidate them..)

Can seth or anyone try out this quick save for malachi and confirm that they are able to solve that puzzle in that screen, i am not sure its a bug or my fixed speed at 40 fps is causing me to fail that puzzle.

https://drive.google.com/open?id=0B2iIvz88UUDUWTM3WVEwTEhFV2s

Note : stats are boosted a bit since i rushed through again after the update.

will be moving onto some of the other stranger dmods after this.

Also thanks for the credit seth if its ok with you can you please change my username from

liquid141 -> liquidsnakehpks its the gamerid i am using everywhere now psn, steam, gog ,xlive . i have get this changed here as well some time later.

Hey Seth, doesn't bother me so just whenever you release another version, could you change my name in the credits from my username on here to my actual name, since I use a few different aliases on the net, just seems like a better choice.

* Mobile GUI tweaks
* Added option to disable screen scroll transitions, one of my Android test devices has the slowest glread in the world, it's like 1 full second to walk to the next screen because of it. This might make dmods that use timing (Myster island camera sequence for example) too easy though
* Fixed issue where behavior of two load_sequence commands in a row on the same sequence differed from 1.08 (in 1.08, max frame is set to the second one as long as the first one wasn't actually loaded yet. key now shows up in TGKA)
* Fixed regression where offsets in Mayhem were incorrect on the hand mouse pointer
* Upped max frames per seq to 100 instead of 50, fixes Echoes of the Ancient. I should probably make it dynamic but changing one const number is much easier...
* Now gives a clear warning in the log.txt if a seq tries to go beyond what it can handle and will truncate it (better than breaking the whole sequence as it did before)
* Added support for a weird bmp header type, fixes incorrect palette issue in the dmod The Orb of Darkness
* Fixed life/exp/health to correctly interpolate between values like the original dink, huge thanks to Dan's detailed bug report on this, he even made a mod which made testing the fix a breeze!
* BUGFIX: .dmod files detected in the main Dink HD dir are now properly deleted after auto-installing them
* (Windows) Key binding changes: F1 now brings up the Dink Menu (Shift-Escape was .. weird..) and quicksave was moved to F4

Thanks seth installed the apk and i must say the controls and the ui in dink hd is so much easier to use on the phone than pc. Also embarrassingly the game runs at constant 60fps on the phone while it drops on the laptop.

Have installed a couple of dmods will test around, glad my phone has a 5.5 inch display would be very hard to see on lower ones.

Also i looked at a lot of pages in the sort by ratings and could not the find the dmods released by you seth aka mystery island and search for Milli Vanilli?

Also does dink hd support google play ? that would enable things like leaderboards, achievements and what not that offers.

Edit: i loaded up a couple of odd dmods and came across on by redink1 called frogger demo

Dmod name : frogger demo
http://www.dinknetwork.com/file/frogger/

now this works perfectly fine on the windows dink hd but on the mobile dink hd the on screen controls do not trigger and hence cannot be played

Not sure if it's been mentioned yet, but in Initiation, occasionally I've been having freezing issues on loading a save. The HD menu is still accessible, so I can quit and load again, but this causes a seemingly random sprite animation to be replaced with the gold_knight_up_attack animation on every screen until I reset the program (By which I mean, it selects a random sprite that's currently on the screen, replaces that animation, and then every screen that has that animation shows the knight instead. It's happened to the trees in the sewers, the fire-poles in the ground floor, and one of the red maiden's walking animations). I'm trying to figure out how to replicate it now.

It's possible, would need to add support for FreeType in RTFont so it can load/render (and possibly cache to GL surfaces for speed) truetype fonts, but it's not something I personally want to work on right now.

liquid141> Thanks, this seems to be fixed in the latest version. A bug was fixed in the .dmod installer, may have been caused by that, and explains why the PC version would work as that might not have been installed with the Dink dmod installer.

I've updated the Android download link to V1.89

------ Change log for 1.89 ----------

* Added Dan Walma's .png support (untested)
* Another bugfix in the .dmod decompresser, fixes issue with Attack of the veggies
* (Windows) Holding Shift in addition to Tab will cause "super turbo" mode, speeding up the game faster than just holding Tab. (Secret tip: If you really want to see speed, hold down the Control key too)

This is a release candidate for all platforms, planning to submit very soon

Good news: iOS version V1.89 has been approved and will go live (and free) along with the Android version later today. I'll do an announcement on twitter after stuff has propagated.

I think overall we're in a pretty good place with compatibility, but there are still some glitches with certain dmods (Sorry I didn't get to fix the incorrect sprite issue with TBC Robj, I had to freeze the code for the release, safety thing) and of course more bugs will be found so I recommend everyone continuing to use the beta version if you'd like to keep testing.

(it will prompt you to download new beta versions when they become available, the release version ignores beta versions and won't prompt/auto update (in the case of mobile) until a new release version is distributed)

I did absolutely zero outside testing with the iOS version so I hope it works!

Big thanks to everybody for the testing (and in Dan's case, code) that made this possible. I have other work I need to get to so I may be dark for a bit, but I plan on continuing to apply patches and maintain/release builds as I can.

I downloaded it on iOS and my first thought when looking through the add-on list was that it might be a good idea to dis-include development dmods in the mobile version. It doesn't seem like downloading the dink smallwood improvement pack or IPD's armor demonstration are really all the necessary to include.

More important to me though is that every time I try to download my dmod Moon Child the app closes out on the writing phase. I've tried downloading a few other dmods and I don't experience that issue.

Maybe seth will have a change of heart after seeing those 10K plus downloads on ios, i have said it before and will say it again, not putting dink smallwood on platforms like gog and steam is like not doing full justice to dink, this game needs to be enjoyed by today's generation where games lie in storefornts like steam and gog.